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| Tweet Topic Started: Sep 27 2015, 11:05 PM (2,717 Views) | |
| Eisenritter | Sep 27 2015, 11:05 PM Post #1 |
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Old Iron Knight
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Nothing to see here.
Edited by Eisenritter, Feb 25 2016, 02:49 PM.
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| weredrago2 | Sep 30 2015, 09:17 AM Post #41 |
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He Who Posts Too Much
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I don't think I ever linked Pause here, so http://1d4chan.org/wiki/Pause Anyway, I don't think this exalt would be complete without some actual time travel. Nothing direct, though. I'm talking things like spending Ticks to go to the past, and regaining them when you close the loop. It shouldn't require too much bookkeeping. Look at my Time Skip suggestion to see what I mean. |
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| Eisenritter | Sep 30 2015, 09:52 AM Post #42 |
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Old Iron Knight
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...Actually that's less murder on the action economy than chronocloning... |
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| Neveron | Sep 30 2015, 10:16 AM Post #43 |
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Actual direct time travel would probably be fine if you did it right - that is to say, if you use it to send the entire party on adventures to change what's gone wrong. Easy paradox-free time travel is a bit more broken, to say the least, but if you make it something that's actually interesting and risky then it turns into yet another tool to use rather than a shortcut. I'd recommend making it a somewhat lengthy ritual (so there's still stuff that's urgent enough that it can't be solved by going back in time), having a limit on how far back you can go (think of spacetime as a rubber sheet...), and maybe having some kind of paradox clause so that you can't team up with your past selves to overwhelm everything forever. (Then again, that could be interesting in and of itself once you're done saving the world. Which duplicate owns what? I'm assuming that you can't send a Spelljammer through the ritual.) |
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| GuardianTempest | Sep 30 2015, 05:11 PM Post #44 |
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+8:00 GMT || Unlucky & Miserable
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I think major time travel shouldn't have mechanics and it would be the sort of thing that's done on scene as plot movement. |
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| Neveron | Sep 30 2015, 05:40 PM Post #45 |
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Yeah, but if you want people to assume that it's something that the Chronomancer/Time Lord/EL MAGO DEL TIEMPO can do you probably want to at least give some sort of hint towards it. It could just be a sidebar like the one for creating Vampires, though. Maybe just mention that a long ritual can send 'em back through time and give some suggestions as for paradoxes and timeline changes (like Tiamat winning the Heresy or the Lady of Pain deciding to off the Factions before they're established or everyone good being evil and vice versa). Probably something about how to handle meeting themselves as well, although I think the simple question there might be "do you think your character would like themselves?" One thing I might suggest would be the idea that important events leave a mark on time - it's easier to travel to the day of Hitler's birth than it is to travel to a week before or after that, basically. This lets you get players to jump straight into the action without getting too much downtime, and also gives you an excuse for there always being something going on when they timetravel. |
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| Doc | Sep 30 2015, 08:05 PM Post #46 |
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Just a Guy
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I'm just gonna pontificate on the Exaltation in general for a moment while I make a couple suggestions for things it can do. So, uh, bear with me. Having Ticks and Tocks as things they use makes sense, but I personally think it'd be a lot cooler if Chronomancer had some sort of split Resource Pool to draw from - that is, Ticks and Tocks both do beneficial things. They'd be sorta thematically linked, but on somewhat opposite ends. For instance... Rewind/Instant Replay: On a successful touch, the Chronomancer can spend a number of Ticks to move a person back in time a number of turns, leaving them as they were at that time. Alternatively, the Chronomancer can spend 1 Tock to choose an action that was performed within a number of turns equal to their Slipstream, and have that action's effects happen once more. For these two abilities, spending Ticks can let the Chronomancer end up as they were a few turns ago - HP, position, conditions in general, inventory, whatever. Punching them back in time, if you will. Spending Tocks, on the other hand, brings an action that was already performed in the past and slams the results right back in the present - a grenade going off, your buddy popping the Broodlord a good shot to the face, etc. Another ability could be something like Slo-Mo/Fast Forward. Without delving into the mechanics themselves too much, Slo-Mo would have the Chronomancer spend Ticks to apply a slow effect of some kind, where Tocks would speed things up with Fast Forward. Of course, such abilities would require a rewrite of Winding the Clock, so that it'd actually work right. So, uh... Winding the Clock: Ticks and Tocks are just two sides of the same coin - one leads to the other. At the end of a scene, a Chronomancer regains a number of Ticks equal to the number of Tocks he spent during that scene, and regains a number of Ticks equal to the amount of Tocks spent during the Scene. Now, those are just my thoughts on the matter. If nothing else, I think a few of those abilities could be split apart and actually used, but I digress. As an aside, Time Warp not being named after one of the most powerful cards in MtG puzzles me a great deal. Edited by Doc, Sep 30 2015, 08:06 PM.
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| Yog-Sothoth | Sep 30 2015, 08:15 PM Post #47 |
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Extremely Confused
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Maybe move the "cost" of an action around, from Reaction Action to Half Action to Full Action with Ticks and from Full Action to Half Action to Reaction Action with Tocks - although, there's already a Promethean asset that allows you to spend 1 Pyros to take a Full Action as a Half Action. |
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| weredrago2 | Sep 30 2015, 08:17 PM Post #48 |
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He Who Posts Too Much
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I agree that Tocks should have benefits as well as downsides. Can we do Slow & Mach Speed like in Viewtiful Joe? |
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| Doc | Sep 30 2015, 08:30 PM Post #49 |
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Just a Guy
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Coincidentally, that's what I had in mind while I was writing that. So, uh, thanks for reminding me what they're actually called.
Possibly something like that, yeah. It'd be appropriate, I think, since there's already "Get extra Half Actions" and "Get an extra turn" on there, so there's a simple evolution of what a Chronomancer could do. |
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| weredrago2 | Sep 30 2015, 08:48 PM Post #50 |
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He Who Posts Too Much
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In Viewtiful Joe, Slow had the added benefit of making your attacks stronger, while Mach Speed would light you on fire. Should this be represented by +0k1 on damage rolls and Incendiary Melee attacks? Mach Speed also gave you afterimage doubles, so that could be used instead. In VJ2, Sexy Silvia had Record and Replay in the place of Mach Speed, which would copy an action and repeat it three times in a row. If you Record your attack, it hits for triple damage. If you Record yourself getting hit, you take triple damage. |
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